Author Topic: Additional BP Sound Coding  (Read 2271 times)

Offline Morgan

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Additional BP Sound Coding
« on: June 27, 2018, 11:49:13 PM »
Hey guys, I was playing around a bit after work today and stumbled upon something tiny, but I think helps immersion and customization a bit with bridge sounds.

Traditionally, bridge mods have included bridge-specific ambient, door, alert, and viewscreen sounds.  However, you can additionally setup bridge-specific collision alert and scanning sounds.  I'll post a couple examples down below.

Sometimes it's the little things.  I figure someone might get some enjoyment out of it - now you can configure your TOS bridges to use Spock's classic sensor viewer sound when scanning the area or object.

Below are examples using 3rd Era's Generations Galaxy bridge and the Intrepid bridge v3.2.  If you have even basic knowledge of how to configure BP sounds in your scripts/bridge/autoload/--bridgenamehere.py--, you'll be all set.  If not, don't hesitate to ask!

I'm also attaching the sounds I'm currently using as an example:  https://drive.google.com/open?id=1ytNVgcuGF9b0cj5DDXdPG5JHqueIjSLa

Code: [Select]
import Foundation

# Uncomment the below to enable!
Foundation.BridgeDef('Galaxy Refit', 'galaxyrefitbridge', dict = {
'modes': [ Foundation.MutatorDef.Stock ],
'locations': {
'galHelm': [ 'data/animations/gal_stand_h_m.nif', 'gal_stand_h_m' ],
'galTactical': [ 'data/animations/gal_seated_t_l.nif', 'gal_seated_t_l' ],
'galCommander':[ 'data/animations/gal_stand_c_m.nif', 'gal_stand_c_m' ],
'galScience': [ 'data/animations/gal_stand_S_S.nif', 'gal_stand_s_s' ],
'galEngineer': [ 'data/animations/gal_stand_e_s.nif', 'gal_stand_e_s' ],
'galGuest': [ 'data/animations/gal_stand_X_m.nif', 'gal_stand_X_m' ],
'galL1S': [ 'data/animations/gal_L1toG3_S.nif', 'gal_L1toG3_s', 'pCharacter.SetHidden(1)' ],
'galL1M': [ 'data/animations/gal_L1toG3_M.nif', 'gal_L1toG3_M', 'pCharacter.SetHidden(1)' ],
'galL1L': [ 'data/animations/gal_L1toG3_L.nif', 'gal_L1toG3_L', 'pCharacter.SetHidden(1)' ],
'galL2M': [ 'data/animations/gal_L2toG1_M.nif', 'gal_L2toG1_M', 'pCharacter.SetHidden(1)' ],
'galL3M': [ 'data/animations/gal_L2toG2_M.nif', 'gal_L3toG1_M', 'pCharacter.SetHidden(1)' ],
'galG1M': [ 'data/animations/gal_G1toL2_M.nif', 'gal_G1toL2_M' ],
'galG2M': [ 'data/animations/gal_G2toL2_M.nif', 'gal_G2toL2_M' ],
'galG3M': [ 'data/animations/gal_G3toL1_M.nif', 'gal_G3toL1_M' ],
'galXT01': [ 'data/animations/gal_seated_XT01.NIF', 'gal_seated_XT01'],
'galXT02': [ 'data/animations/gal_seated_XT02.NIF', 'gal_seated_XT02'],
'galXT03': [ 'data/animations/gal_standing_XT03.NIF', 'gal_standing_XT03'],
},
'Maps':{
'CurrentMaps': {'g_imp_pannels-state01': "g_imp_pannels-state01"},
'GreenMaps':{'g_imp_pannels-state01': 'data/Models/Sets/GalaxyRefit/High/g_imp_pannels-state01.tga'},
'YellowMaps':{'g_imp_pannels-state01': 'data/Models/Sets/GalaxyRefit/High/g_imp_pannels-state02.tga'},
'RedMaps':{'g_imp_pannels-state01': 'data/Models/Sets/GalaxyRefit/High/g_imp_pannels-state03.tga',},
'NormalMaps':{'g_imp_pannels-state01': 'data/Models/Sets/GalaxyRefit/High/g_imp_pannels-state01.tga'},
},
"bridgeSound": {
"LiftDoor": {"volume": 1.0,"file": "sfx/Bridge/Galaxy/Door.wav", "group": "BridgeGeneric"},
"AmbBridge": {"volume": 0.6,"file": "sfx/Bridge/Galaxy/Ambience.wav", "group": "BridgeGeneric"},
"CollisionAlertSound": {"volume": 1.0,"file": "sfx/Bridge/Galaxy/Critical.wav", "group": "BridgeGeneric"},
"RedAlertSound": {"volume": 1.0,"file": "sfx/Bridge/Galaxy/redalertGEN.wav", "group": "BridgeGeneric"},
"YellowAlertSound": {"volume": 1.0,"file": "sfx/Bridge/Galaxy/yellowalert.wav", "group": "BridgeGeneric"},
"GreenAlertSound": {"volume": 1.0,"file": "sfx/Bridge/Galaxy/greenalert.wav", "group": "BridgeGeneric"},
"ViewOn": {"volume": 1.0,"file": "sfx/Bridge/Galaxy/ViewscreenOn.wav", "group": "BridgeGeneric"},
"ViewOff": {"volume": 1.0,"file": "sfx/Bridge/Galaxy/ViewscreenOff.wav", "group": "BridgeGeneric"},
"UIScanArea": {"volume": 1.0,"file": "sfx/Bridge/Galaxy/Scanning1.wav", "group": "BridgeGeneric"},
"UIScanObject": {"volume": 1.0,"file": "sfx/Bridge/Galaxy/Scanning2.wav", "group": "BridgeGeneric"}
},
"LoadingScreen": "data/Icons/LoadingScreens/GenGalaxyLoading.tga",
} )


Code: [Select]
import Foundation

def GreenAlertConsole(dAnimInfo, ani):
if dAnimInfo.get("YellowAlert::bridge::data/animations/bp/alert1.NIF played", 0) or dAnimInfo.get("RedAlert::bridge::data/animations/bp/alert1.NIF played", 0):
dAnimInfo["YellowAlert::bridge::data/animations/bp/alert1.NIF played"] = 0
dAnimInfo["RedAlert::bridge::data/animations/bp/alert1.NIF played"] = 0
return 1
return 0

def YellowRedAlertConsole(dAnimInfo, ani):
if dAnimInfo.get("GreenAlert::bridge::data/animations/bp/alert2.NIF played", 0):
dAnimInfo["GreenAlert::bridge::data/animations/bp/alert2.NIF played"] = 0
return 1
if dAnimInfo.get("YellowAlert::bridge::data/animations/bp/alert1.NIF played", 0) == 0 and dAnimInfo.get("RedAlert::bridge::data/animations/bp/alert1.NIF played", 0) == 0:
dAnimInfo["GreenAlert::bridge::data/animations/bp/alert2.NIF played"] = 0
return 1
return 0

# Uncomment the below to enable!
Foundation.BridgeDef('Intrepid', 'intrepidbridge', dict = {
'modes': [ Foundation.MutatorDef.Stock ],
'locations': {
# Intrepid-Bridge Locations
'IntHelm': [ 'data/animations/Int_stand_h_m.nif', 'Int_stand_h_m' ],
'IntTactical': [ 'data/animations/Int_stand_t_l.nif', 'Int_stand_t_l' ],
'IntCommander': [ 'data/animations/Int_stand_c_m.nif', 'Int_stand_c_m' ],
'IntScience': [ 'data/animations/Int_stand_S_S.nif', 'Int_stand_s_s' ],
'IntEngineer': [ 'data/animations/Int_seated_e_s.nif', 'Int_seated_e_s' ],
'EBCommander1': [ 'data/animations/EB_C1toC_M.nif', 'EB_C1toC_M' ],
'IntGuest': [ 'data/animations/Int_stand_X_m.nif', 'Int_stand_X_m' ],
'IntL1S': [ 'data/animations/Int_L1toG3_S.nif', 'Int_L1toG3_s', 'pCharacter.SetHidden(1)' ],
'IntL1M': [ 'data/animations/Int_L1toG3_M.nif', 'Int_L1toG3_M', 'pCharacter.SetHidden(0)' ],
'IntL1L': [ 'data/animations/Int_L1toG3_L.nif', 'Int_L1toG3_L', 'pCharacter.SetHidden(1)' ],
'IntL2M': [ 'data/animations/Int_L2toG2_M.nif', 'Int_L2toG2_M', 'pCharacter.SetHidden(1)' ],
'IntG1M': [ 'data/animations/Int_G1toL2_M.nif', 'Int_G1toL2_M' ],
'IntG2M': [ 'data/animations/Int_G2toL2_M.nif', 'Int_G2toL2_M' ],
'IntG3M': [ 'data/animations/Int_G3toL1_M.nif', 'Int_G3toL1_M' ],
},

'Animations': {
'GreenAlert': {
'bridge': [
{
"ani": "data/animations/bp/alert2.NIF", "Requirement": GreenAlertConsole,
},
],
},
'YellowAlert': {
'bridge': [
{
"ani": "data/animations/bp/alert1.NIF", "Requirement": YellowRedAlertConsole,
},
],
},
'RedAlert': {
'bridge': [
{
"ani": "data/animations/bp/alert1.NIF", "Requirement": YellowRedAlertConsole,
},
],
},
},

'Maps':{
'CurrentMaps': {"voybri8_resizedra" : "voybri8_resizedra", "capt_lcars":"capt_lcars", "doorpanel_light":"doorpanel_light", "lightcone":"lightcone"},
'GreenMaps':{'doorpanel_light': 'data/Models/Sets/intrepidbridgev3/high/doorpanel_light.tga',
             'voybri8_resizedra': 'data/Models/Sets/intrepidbridgev3/high/voybri8_resizedra.tga',
     'lightcone': 'data/Models/Sets/intrepidbridgev3/high/lightcone.tga',
     'capt_lcars': 'data/Models/Sets/intrepidbridgev3/high/capt_lcars.tga'},

'YellowMaps':{'doorpanel_light': 'data/Models/Sets/intrepidbridgev3/high/doorpanel_light.tga',
     'voybri8_resizedra': 'data/Models/Sets/intrepidbridgev3/high/voybri8_resizedra.tga',
     'lightcone': 'data/Models/Sets/intrepidbridgev3/high/lightcone.tga',
     'capt_lcars': 'data/Models/Sets/intrepidbridgev3/high/capt_lcars.tga'},

'RedMaps':{  'doorpanel_light': 'data/Models/Sets/intrepidbridgev3/high/doorpanel_light_ra.tga',
                             'voybri8_resizedra': 'data/Models/Sets/intrepidbridgev3/high/voybri8_resizedra_red.tga',
     'lightcone': 'data/Models/Sets/intrepidbridgev3/high/lightcone_blue.tga',
     'capt_lcars': 'data/Models/Sets/intrepidbridgev3/high/capt_lcars_red.tga'},

'NormalMaps':{'doorpanel_light': 'data/Models/Sets/intrepidbridgev3/high/doorpanel_light.tga',
     'voybri8_resizedra': 'data/Models/Sets/intrepidbridgev3/high/voybri8_resizedra.tga',
     'capt_lcars': 'data/Models/Sets/intrepidbridgev3/high/capt_lcars.tga'},
},
"bridgeSound": {
"LiftDoor": {"volume": 1.0,"file": "sfx/Bridge/Intrepid/Door.wav", "group": "BridgeGeneric"},
"CollisionAlertSound": {"volume": 1.0,"file": "sfx/Bridge/Intrepid/Critical.wav", "group": "BridgeGeneric"},
"AmbBridge": {"volume": 0.8,"file": "sfx/Bridge/Intrepid/Ambience.wav", "group": "BridgeGeneric"},
"RedAlertSound": {"volume": 1.0,"file": "sfx/Bridge/Intrepid/redalert.wav", "group": "BridgeGeneric"},
"YellowAlertSound": {"volume": 1.0,"file": "sfx/Bridge/Intrepid/yellowalert.wav", "group": "BridgeGeneric"},
"GreenAlertSound": {"volume": 1.0,"file": "sfx/Bridge/Intrepid/greenalert.wav", "group": "BridgeGeneric"},
"ViewOn": {"volume": 1.0,"file": "sfx/Bridge/Intrepid/ViewscreenOn.wav", "group": "BridgeGeneric"},
"ViewOff": {"volume": 1.0,"file": "sfx/Bridge/Intrepid/ViewscreenOff.wav", "group": "BridgeGeneric"},
"UIScanArea": {"volume": 1.0,"file": "sfx/Bridge/Intrepid/Scanning1.wav", "group": "BridgeGeneric"},
"UIScanObject": {"volume": 1.0,"file": "sfx/Bridge/Intrepid/Scanning2.wav", "group": "BridgeGeneric"}},

"LoadingScreen": "data/Icons/LoadingScreens/IntrepidLoading.tga",
} )


pBridgePlugin = None
try:
pBridgePlugin = __import__("Custom.Autoload.000-Fixes20040612-LCBridgeAddon")
if not hasattr(pBridgePlugin, "sVersion"): # Any core that doesn't have the variable doesn't appear to be supported, rather odd actually.
Foundation.bridgeList["intrepidbridge"].Animations = {}
except:
pass
pBridgePlugin = None

Offline Morgan

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Re: Additional BP Sound Coding
« Reply #1 on: June 28, 2018, 12:20:36 AM »
Addendum to my first post:  Bridge-specific probe launching sounds can work too (just tested with the Generations Galaxy bridge, code below).  Judging by how I did it, I'm confident that Bridge-specific cloaking and even atmosphere re-entry sounds can be done (why a bridge-specific atmosphere sound?  Who knows, but hey, options).  It works off of the LoadTacticalSounds, LoadInterface, and LoadBridge .py's in BC's scripts folder - I think you'll see what I'm talking about below:

From LoadTacticalSounds

Code: [Select]
pGame.LoadSound("sfx/cloak on.wav", "Cloak", App.TGSound.LS_3D)
pGame.LoadSound("sfx/cloak off.wav", "Uncloak", App.TGSound.LS_3D)

pGame.LoadSound("sfx/re-entry_rumble.wav", "AtmosphereRumble", App.TGSound.LS_3D)
pGame.LoadSound("sfx/probe launch.wav", "Probe Launch", App.TGSound.LS_3D)

From GalaxyRefitBridge

Code: [Select]
import Foundation

# Uncomment the below to enable!
Foundation.BridgeDef('Galaxy Refit', 'galaxyrefitbridge', dict = {
'modes': [ Foundation.MutatorDef.Stock ],
'locations': {
'galHelm': [ 'data/animations/gal_stand_h_m.nif', 'gal_stand_h_m' ],
'galTactical': [ 'data/animations/gal_seated_t_l.nif', 'gal_seated_t_l' ],
'galCommander':[ 'data/animations/gal_stand_c_m.nif', 'gal_stand_c_m' ],
'galScience': [ 'data/animations/gal_stand_S_S.nif', 'gal_stand_s_s' ],
'galEngineer': [ 'data/animations/gal_stand_e_s.nif', 'gal_stand_e_s' ],
'galGuest': [ 'data/animations/gal_stand_X_m.nif', 'gal_stand_X_m' ],
'galL1S': [ 'data/animations/gal_L1toG3_S.nif', 'gal_L1toG3_s', 'pCharacter.SetHidden(1)' ],
'galL1M': [ 'data/animations/gal_L1toG3_M.nif', 'gal_L1toG3_M', 'pCharacter.SetHidden(1)' ],
'galL1L': [ 'data/animations/gal_L1toG3_L.nif', 'gal_L1toG3_L', 'pCharacter.SetHidden(1)' ],
'galL2M': [ 'data/animations/gal_L2toG1_M.nif', 'gal_L2toG1_M', 'pCharacter.SetHidden(1)' ],
'galL3M': [ 'data/animations/gal_L2toG2_M.nif', 'gal_L3toG1_M', 'pCharacter.SetHidden(1)' ],
'galG1M': [ 'data/animations/gal_G1toL2_M.nif', 'gal_G1toL2_M' ],
'galG2M': [ 'data/animations/gal_G2toL2_M.nif', 'gal_G2toL2_M' ],
'galG3M': [ 'data/animations/gal_G3toL1_M.nif', 'gal_G3toL1_M' ],
'galXT01': [ 'data/animations/gal_seated_XT01.NIF', 'gal_seated_XT01'],
'galXT02': [ 'data/animations/gal_seated_XT02.NIF', 'gal_seated_XT02'],
'galXT03': [ 'data/animations/gal_standing_XT03.NIF', 'gal_standing_XT03'],
},
'Maps':{
'CurrentMaps': {'g_imp_pannels-state01': "g_imp_pannels-state01"},
'GreenMaps':{'g_imp_pannels-state01': 'data/Models/Sets/GalaxyRefit/High/g_imp_pannels-state01.tga'},
'YellowMaps':{'g_imp_pannels-state01': 'data/Models/Sets/GalaxyRefit/High/g_imp_pannels-state02.tga'},
'RedMaps':{'g_imp_pannels-state01': 'data/Models/Sets/GalaxyRefit/High/g_imp_pannels-state03.tga',},
'NormalMaps':{'g_imp_pannels-state01': 'data/Models/Sets/GalaxyRefit/High/g_imp_pannels-state01.tga'},
},
"bridgeSound": {
"LiftDoor": {"volume": 1.0,"file": "sfx/Bridge/Galaxy/Door.wav", "group": "BridgeGeneric"},
"AmbBridge": {"volume": 0.6,"file": "sfx/Bridge/Galaxy/Ambience.wav", "group": "BridgeGeneric"},
"CollisionAlertSound": {"volume": 1.0,"file": "sfx/Bridge/Galaxy/Critical.wav", "group": "BridgeGeneric"},
"RedAlertSound": {"volume": 1.0,"file": "sfx/Bridge/Galaxy/redalertGEN.wav", "group": "BridgeGeneric"},
"YellowAlertSound": {"volume": 1.0,"file": "sfx/Bridge/Galaxy/yellowalert.wav", "group": "BridgeGeneric"},
"GreenAlertSound": {"volume": 1.0,"file": "sfx/Bridge/Galaxy/greenalert.wav", "group": "BridgeGeneric"},
"ViewOn": {"volume": 1.0,"file": "sfx/Bridge/Galaxy/ViewscreenOn.wav", "group": "BridgeGeneric"},
"ViewOff": {"volume": 1.0,"file": "sfx/Bridge/Galaxy/ViewscreenOff.wav", "group": "BridgeGeneric"},
"UIScanArea": {"volume": 1.0,"file": "sfx/Bridge/Galaxy/Scanning1.wav", "group": "BridgeGeneric"},
"UIScanObject": {"volume": 1.0,"file": "sfx/Bridge/Galaxy/Scanning2.wav", "group": "BridgeGeneric"},
"Probe Launch": {"volume": 1.0,"file": "sfx/Bridge/Galaxy/Probe.wav", "group": "BridgeGeneric"}
},
"LoadingScreen": "data/Icons/LoadingScreens/GenGalaxyLoading.tga",
} )

Offline JimmyB76

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Re: Additional BP Sound Coding
« Reply #2 on: June 28, 2018, 09:48:42 PM »
 :thumbsup:

Offline KrrKs

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Re: Additional BP Sound Coding
« Reply #3 on: June 29, 2018, 12:50:06 PM »
That's pretty damn cool!

Can this be stickied, please?

Offline Blackrook32

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Re: Additional BP Sound Coding
« Reply #4 on: June 29, 2018, 02:34:16 PM »
@ Morgan: Thanks for the interesting code.  :D

I know, I'll adapt this to my bridge sets! :evil:

That's pretty damn cool!

Can this be stickied, please?

Stickied  :)


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Offline Lurok91

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Re: Additional BP Sound Coding
« Reply #5 on: June 29, 2018, 02:59:58 PM »
 :thumbsup:

Offline Tethys

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Re: Additional BP Sound Coding
« Reply #6 on: June 29, 2018, 07:55:58 PM »
Very interesting. I had to read this twice, the first time I did not understand fully what the goal was. Now that I am rested I can see that this will make immersion alot better. Good job finding and posting this, I would like to make use of this. Thank you :)

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Offline Morgan

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Re: Additional BP Sound Coding
« Reply #7 on: July 03, 2018, 01:09:15 AM »
Glad everyone's enjoying it!  Amazing what happens when I get bored and start playing with shit lol.

This also allows for bridge-specific interface sounds (menu clicking, etc.) as well.  I tested it on Lurok's Rotarran bridge.  Be aware, however, that if you switch to a bridge that isn't loaded with custom interface sounds, the game will stick with whatever sounds were setup on the previous bridge.  See the afore-mentioned "LoadInterface.py" in BC to see the coding for that.

@ Morgan: Thanks for the interesting code.  :D

I know, I'll adapt this to my bridge sets! :evil:

Stickied  :)

I found some TOS scanning sounds on Star Trek Dimension (attached an .rar).  I think they'll work well ingame  :D

I want to find something for the Klingon and Cardassian bridges (I found something for the Romulan sets), and maybe some additional TNG-era ones.  Most of what I have is either downloaded from old sound packs released for BC years ago, extracted from Elite Force I & II and Armada II, or downloaded from TrekCore or Star Trek Dimension.

Offline FekLeyr Targ

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Re: Additional BP Sound Coding
« Reply #8 on: July 03, 2018, 04:56:41 AM »
Perhabs it would also be a good idea to check out Interplay's games, especially "Starfleet Command Orion Pirates" and "Klingon Academy". In the former, the sound effects are inside a .zip archive. For the latter, I recommend asking SquireJames, the author of the Armada 2 total conversion "Klingon Academy II: Empires at War", how he extracted the sound effects.
Perhabs "DS9: The Fallen", "DS9: Dominion Wars", "Klingon Honor Guard" and "Birth of the Federation" may also be worth looking at regarding sound effects.
TaH pagh, Tah be.

Offline Morgan

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Re: Additional BP Sound Coding
« Reply #9 on: July 03, 2018, 11:43:47 AM »
Perhabs it would also be a good idea to check out Interplay's games, especially "Starfleet Command Orion Pirates" and "Klingon Academy". In the former, the sound effects are inside a .zip archive. For the latter, I recommend asking SquireJames, the author of the Armada 2 total conversion "Klingon Academy II: Empires at War", how he extracted the sound effects.
Perhabs "DS9: The Fallen", "DS9: Dominion Wars", "Klingon Honor Guard" and "Birth of the Federation" may also be worth looking at regarding sound effects.
All I have is Elite Force (I & II) and Armada II, otherwise I'd be all over those too.   :(

Offline Blackrook32

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Re: Additional BP Sound Coding
« Reply #10 on: July 03, 2018, 03:54:33 PM »
Glad everyone's enjoying it!  Amazing what happens when I get bored and start playing with shit lol.

This also allows for bridge-specific interface sounds (menu clicking, etc.) as well.  I tested it on Lurok's Rotarran bridge.  Be aware, however, that if you switch to a bridge that isn't loaded with custom interface sounds, the game will stick with whatever sounds were setup on the previous bridge.  See the afore-mentioned "LoadInterface.py" in BC to see the coding for that.
 I found some TOS scanning sounds on Star Trek Dimension (attached an .rar).  I think they'll work well ingame  :D

I want to find something for the Klingon and Cardassian bridges (I found something for the Romulan sets), and maybe some additional TNG-era ones.  Most of what I have is either downloaded from old sound packs released for BC years ago, extracted from Elite Force I & II and Armada II, or downloaded from TrekCore or Star Trek Dimension.

This modifications opens up some doors for the Bridge sets. Until now, one was limited by what you could add in the sets in general. Thanks for distracting me from my other projects, lol. :undecided: :D


All I have is Elite Force (I & II) and Armada II, otherwise I'd be all over those too.   :(

I have the following Trek games, besides Bridge Commander, Elite Force 1 & 2 w/expansion pack, Armada 1 & 2, New Worlds, Away Team, DS9: The Fallen, Dominion Wars, Klingon Academy, Starfleet Academy, Birth of the Federation and the Starfleet Command (SFC) series. Also collected sound files from the now defunct, Star Trek: Sound and Vision. Lots of possibilities there. :thumbsup:


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Offline FekLeyr Targ

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Re: Additional BP Sound Coding
« Reply #11 on: July 04, 2018, 04:25:01 AM »
I have the following Trek games, besides Bridge Commander, Elite Force 1 & 2 w/expansion pack, Armada 1 & 2, New Worlds, Away Team, DS9: The Fallen, Dominion Wars, Klingon Academy, Starfleet Academy, Birth of the Federation and the Starfleet Command (SFC) series. Also collected sound files from the now defunct, Star Trek: Sound and Vision. Lots of possibilities there. :thumbsup:

Excellent.
Klingon Academy has lots of nice bridge ambient sounds and a great collision alert taken from TUC amongst other neat stuff. :)
TaH pagh, Tah be.

Offline Morgan

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Re: Additional BP Sound Coding
« Reply #12 on: July 04, 2018, 07:16:57 PM »
I have the following Trek games, besides Bridge Commander, Elite Force 1 & 2 w/expansion pack, Armada 1 & 2, New Worlds, Away Team, DS9: The Fallen, Dominion Wars, Klingon Academy, Starfleet Academy, Birth of the Federation and the Starfleet Command (SFC) series. Also collected sound files from the now defunct, Star Trek: Sound and Vision. Lots of possibilities there. :thumbsup:
Holy hell man!  Any chance I can snag the audio from those from ya?  I'd be eternally grateful  :bow:

Offline Blackrook32

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Re: Additional BP Sound Coding
« Reply #13 on: July 04, 2018, 10:31:56 PM »
Excellent.
Klingon Academy has lots of nice bridge ambient sounds and a great collision alert taken from TUC amongst other neat stuff. :)

Agreed :)

Holy hell man!  Any chance I can snag the audio from those from ya?  I'd be eternally grateful  :bow:

Most of those games I don't have installed at the moment, though I know how to extract the audio files. Most of the files I have available, are related to my BC: Generations work. Using voice files from Elite Force and the SFC series.

Once I get a chance, I'll zip up a compilation for you :thumbsup:


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Offline Morgan

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Re: Additional BP Sound Coding
« Reply #14 on: July 04, 2018, 10:41:52 PM »
Thank you kind sir!

Offline Tethys

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Re: Additional BP Sound Coding
« Reply #15 on: July 19, 2018, 08:01:03 PM »
  Be aware, however, that if you switch to a bridge that isn't loaded with custom interface sounds, the game will stick with whatever sounds were setup on the previous bridge.  See the afore-mentioned "LoadInterface.py" in BC to see the coding for that.

It sure sounds like this can be patched, if we can find the right py to patch. A simple check for race of bridge, then subsequent loading a default sound scheme for that race should do the trick. I am unfamiliar with this, being a somewhat new discovery, so I would need time to study its mechanics and see what all can be done. It's still a ways off for me as I have too many priorities in line right now.

Offline Morgan

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Re: Additional BP Sound Coding
« Reply #16 on: July 20, 2018, 11:51:52 AM »
It sure sounds like this can be patched, if we can find the right py to patch. A simple check for race of bridge, then subsequent loading a default sound scheme for that race should do the trick. I am unfamiliar with this, being a somewhat new discovery, so I would need time to study its mechanics and see what all can be done. It's still a ways off for me as I have too many priorities in line right now.
Sounds feasible.  In the meantime, however, a simple work-around would be just ensuring that if you do want custom UI sounds, make sure you have all of your ingame bridge scripts coded to use them - even if it's just the defaults.  I tested it by having the Rotarran and Galor bridges use UI sounds from Armada.  Switching between the two, they each kept their unique UI sounds.

Offline masteraccount

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Re: Additional BP Sound Coding
« Reply #17 on: July 20, 2018, 06:58:27 PM »
This modifications opens up some doors for the Bridge sets. Until now, one was limited by what you could add in the sets in general. Thanks for distracting me from my other projects, lol. :undecided: :D


I have the following Trek games, besides Bridge Commander, Elite Force 1 & 2 w/expansion pack, Armada 1 & 2, New Worlds, Away Team, DS9: The Fallen, Dominion Wars, Klingon Academy, Starfleet Academy, Birth of the Federation and the Starfleet Command (SFC) series. Also collected sound files from the now defunct, Star Trek: Sound and Vision. Lots of possibilities there. :thumbsup:

I used to collect sound files from the Star Trek: Sound and Vision site.

Offline FekLeyr Targ

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Re: Additional BP Sound Coding
« Reply #18 on: July 21, 2018, 04:27:50 AM »
I used to collect sound files from the Star Trek: Sound and Vision site.

That one?
https://web.archive.org/web/20030130174029/http://stinsv.com/
TaH pagh, Tah be.

Offline Tethys

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Re: Additional BP Sound Coding
« Reply #19 on: August 31, 2018, 09:39:05 PM »
I can extract any audio from Birth of the Federation. Most of them are hidden away and compacted into .res files. Luckily, I used to mod that game. And boy was that a hell ride. I gave up on it. Many installs still consume countless gb of space on my hdds. The sounds are all .wav, and they have to be a certain .wav format as well, in order to work in that game. Fairly low quality, but not enough for it to matter (much).